Here is a pdt set that I've been massaging over the past couple of years.
General Data
Title: F&I War Clear/Dry PDT File
First Side: British
Time Parameters
Dawn: 4:30 Dusk: 20:30
Day Turn: 5 minutes Night Turn: 10 minutes
Hours of Twilight: 8 Twilight Visibility: 42 hexes
Stacking Parameters
Max Stacking: 200 men Max Counters: 12 Strength Point: 25 men
French Command Distances
Regiment: 3 hexes Brigade: 12 hexes
British Command Distances
Regiment: 3 hexes Brigade: 12 hexes
Fatigue Parameters
Max Fatigue: 90 Day Recovery: 30% Night Recovery: 60%
Movement Parameters
Infantry Allow: 24 Cavalry Allow: 36 Artillery Allow: 24 Supply Allow: 24
French Line Disruption: 3% British Line Disruption: 2%
Line Infantry Movement Costs
Blocked: 0 Clear: 6 Water: 0 Forest: 12
Orchard: 12 Marsh: 8 Town: 6 Field: 6
Rough: 8 Building: 6 Trail: 0 Road: 0
Stream: 3 Creek: 0 Fence: 6 Stone: 24
Embank: 0 Elevation: 6
Column Infantry Movement Costs
Blocked: 0 Clear: 4 Water: 4 Forest: 6
Orchard: 4 Marsh: 6 Town: 4 Field: 4
Rough: 6 Building: 4 Trail: 4 Road: 2
Stream: 2 Creek: 0 Fence: 4 Stone: 24
Embank: 0 Elevation: 4
Mounted Cavalry Movement Costs
Blocked: 0 Clear: 4 Water: 6 Forest: 9
Orchard: 6 Marsh: 9 Town: 4 Field: 4
Rough: 6 Building: 4 Trail: 4 Road: 2
Stream: 2 Creek: 0 Fence: 4 Stone: 36
Embank: 0 Elevation: 6
Artillery Movement Costs
Blocked: 0 Clear: 6 Water: 6 Forest: 0
Orchard: 12 Marsh: 0 Town: 6 Field: 6
Rough: 12 Building: 6 Trail: 6 Road: 4
Stream: 6 Creek: 0 Fence: 0 Stone: 0
Embank: 0 Elevation: 6
Supply Wagon Movement Costs
Blocked: 0 Clear: 6 Water: 6 Forest: 0
Orchard: 12 Marsh: 0 Town: 6 Field: 6
Rough: 12 Building: 6 Trail: 6 Road: 4
Stream: 6 Creek: 0 Fence: 0 Stone: 0
Embank: 0 Elevation: 6
Change Facing Costs
Infantry: 2 Cavalry: 4 Artillery: 4
About Face Costs
Infantry: 2 Cavalry: 4 Artillery: 4
Formation Change Costs
Infantry: 4 Cavalry: 4 Artillery: 6
French Ammo Loss
Infantry: 1% Artillery: 12%
British Ammo Loss
Infantry: 1% Artillery: 12%
Fire Modifiers
Enfiladed: 20% Cavalry: 10%
Terrain Combat Modifiers
Blocked: 0% Clear: 0% Water: -20% Forest: -40%
Orchard: -20% Marsh: -10% Town: -40% Field: -10%
Rough: -10% Building: -20% Trail: 0% Road: 0%
Stream: 0% Creek: 0% Fence: -20% Stone: -40%
Embank: -20% Elevation: -10%
French Leader Loss Values
Fire Wound: 2% Fire Kill: 3%
Melee Wound: 3% Melee Kill: 4% Melee Capture: 5%
British Leader Loss Values
Fire Wound: 2% Fire Kill: 3%
Melee Wound: 3% Melee Kill: 4% Melee Capture: 5%
Height Values
Blocked: 0ft Clear: 0ft Water: 0ft Forest: 36ft
Orchard: 18ft Marsh: 0ft Town: 12ft Field: 6ft
Rough: 3ft Building: 18ft Man: 6ft
Breastworks Values
Movement: 12 Combat: -40%
Artillery Resupply Values
French: 24 British: 24
Weapon Data
Rifle:
8 at 1 hex
4 at 3 hexes
2 at 6 hexes
1 at 9 hexes
Carbine:
12 at 1 hex
6 at 2 hexes
1 at 6 hexes
Small Arms:
9 at 1 hex
1 at 3 hexes
18 Pounder:
18 at 1 hex
36 at 6 hexes
9 at 18 hexes
1 at 48 hexes
4 Pounder:
4 at 1 hex
8 at 3 hexes
2 at 12 hexes
1 at 24 hexes
8 Pounder:
8 at 1 hex
16 at 6 hexes
4 at 12 hexes
1 at 36 hexes
Howitzer:
8 at 1 hex
16 at 3 hexes
1 at 18 hexes
4 at 36 hexes
Hvy Mortar:
24 at 1 hex
48 at 3 hexes
1 at 18 hexes
12 at 36 hexes
Musket
(No Bayonet):
12 at 1 hex
6 at 2 hexes
3 at 3 hexes
1 at 6 hexes
Musket:
12 at 1 hex
6 at 2 hexes
3 at 3 hexes
1 at 6 hexes
9 Pounder:
9 at 1 hex
18 at 6 hexes
4 at 12 hexes
1 at 36 hexes
2 Pounder:
2 at 1 hex
4 at 3 hexes
1 at 12 hexes
P Weapon:
1 at 1 hex
Rifle
(No Bayonet):
8 at 1 hex
4 at 3 hexes
2 at 6 hexes
1 at 9 hexes
6 Pounder:
6 at 1 hex
12 at 3 hexes
3 at 12 hexes
1 at 24 hexes
3 Pounder:
3 at 1 hex
6 at 3 hexes
1 at 12 hexes
Mortar:
12 at 1 hex
24 at 3 hexes
1 at 18 hexes
6 at 36 hexes
12 Pounder:
12 at 1 hex
24 at 6 hexes
6 at 18 hexes
1 at 48 hexes
Swivel Gun:
2 at 1 hex
4 at 3 hexes
1 at 12 hexes
16 Pounder:
16 at 1 hex
32 at 6 hexes
8 at 18 hexes
1 at 48 hexes
24 Pounder:
24 at 1 hex
48 at 6 hexes
12 at 18 hexes
1 at 48 hexes
32 Pounder:
32 at 1 hex
64 at 6 hexes
16 at 18 hexes
1 at 48 hexes
I like the feel of the game using this one.
The ranges encourage players to stay more than three hexes away until they are ready to committ them to a charge or a firefight.
Cannons can deal out some punishment.
Higher qualtiy units can move in line pivot, multi-hex units in line can wheel, bns can move in mutli-hex series of lines with the reduced Disruption in Line factor, while the poor trained tend to stumble about.
Wagons and Artillery can move along roads at the speed of infantry moving in column in open terrain, allowing players to march troops more historically .... that being with infantry in 'columns of march' on both sides of the road, and the trains staying on the roads.
Using the Horse Artillery unit type for 6 lb guns and lighter, battalion guns have enough mobility to keep pace with battalion moving cross country in line of battle. Heavier pieces have less mobility cross country, as do wagons tying them more and more to roads and trails.
Changing the chance of disruption while in line for forest and orchard terrain types allow light and heavy woods to be represented in games. Forests are set to automatically disrupt units, while in orchards (light woods) there is only a chance it would happen.
Setting movement rates to 0 for embankment hexes allows forts to be designed so that bastions can't be taken by melee from the outside, but leaving walls so they can.
Dividing the hours of daylight into only Dawn and Dusk allow hidden movement on larger maps. I have visibility set for 1 mile, 42 hexes.
Effective artillery range is shorten to around 1,000 yards (24 hexes) which allows armies to safely deploy in battle array.
The break points for artillery hit factors is more standardized so that players can better calculate effective ranges for the various guns.
Howitzers have a more prominent 'dead zone.'
Cavalry has enhanced melee capabilies.
Units recover a bit better.
Lowered heights of terrain types allow more interesting LOS, and allows more hilltop to hilltop sightings.
Lots of interesting neuances, situations and possibilities arise with this pdt file.
I have used it in many of my new scenarios....'River Crossing', 'A Grand Affair', and 'AARW_1.'
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